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THE HORIZON REPORT 2011 EDITION The New Media CoNsorTiuM The 2011 Horizon report is made possible via a grant from HP HP creates innovative technology solutions that benefit individuals, businesses,governments and society.HP’s Office for Global Social Innovation applies HP’s global reach,broad portfolio of products and services,and the expertise of its employees to support initiatives in education,healthcare and communities around the world.As the world’s largest technology company,HP brings together a portfolio that spans printing,personal computing,software, services and IT infrastructure to solve customer problems.More information about HP is available at http://www.hp.com. THE HORIZON REPORT 2011 EDITION The New Media CoNsorTiuM The 2011 Horizon Report is a collaboration between The New Media CoNsorTiuM and the eduCause Learning initiative an eduCause Program Since 2005,the annual Horizon Report has been the most visible aspect of a focused collaboration between the EDUCAUSE Learning Initiative (ELI) and the New Media Consortium in which the two organizations engage their memberships in both the creation and outcomes of the research. The New Media Consortium (NMC) is a globally focused not-for-profit consortium dedicated to the exploration and use of new media and new technologies.Its hundreds of member institutions constitute an elite list of the most highly regarded colleges, universities, and museums in the worlds. For nearly 20 years, the consortium and its members have dedicated themselves to exploring and developing applications of emerging technologies for learning,research,and creative inquiry.For more information on the NMC, visit www.nmc.org. The ELI is a community of higher education institutions and organizations committed to advancing learning through information technology (IT) innovation.ELI is a strategic initiative of EDUCAUSE.While EDUCAUSE serves those interested in advancing higher education through technology, ELI specifically explores innovative technologies and practices that advance learning and promotes innovation in teaching and learning using information technology.To learn more about the ELI, visit www.educause.edu/eli. © 2011, The New Media Consortium. ISBN 978-0-9828290-5-9 Permission is granted under a Creative Commons Attribution license to replicate, copy, distribute, transmit, or adapt this report freely provided that attribution is provided as illustrated in the citation below. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. Citation: Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011).The 2011 Horizon Report. Austin, Texas:The New Media Consortium. Cover photograph, “Kauai’i Solstice,” © 2005, Larry Johnson. TabLe of CoNTeNTs executive summary .......................................................................................................................................2 Key Trends Critical Challenges Technologies to Watch The Horizon Project Time-to-adoption: one Year or Less Electronic Books........................................................................................................................................8 Overview Relevance for Teaching, Learning, Research, or Creative Inquiry Electronic Books in Practice For Further Reading Mobiles.................................................................................................................................................... 12 Overview Relevance for Teaching, Learning, Research, or Creative Inquiry Mobiles in Practice For Further Reading Time-to-adoption:Two to Three Years Augmented Reality.................................................................................................................................. 16 Overview Relevance for Teaching, Learning, Research, or Creative Inquiry Augmented Reality in Practice For Further Reading Game-Based Learning............................................................................................................................20 Overview Relevance for Teaching, Learning, Research, or Creative Inquiry Game-Based Learning in Practice For Further Reading Time-to-adoption: four to five Years Gesture-Based Computing......................................................................................................................24 Overview Relevance for Teaching, Learning, Research, or Creative Inquiry Gesture-Based Computing in Practice For Further Reading Learning Analytics...................................................................................................................................28 Overview Relevance for Teaching, Learning, Research, or Creative Inquiry Learning Analytics in Practice For Further Reading Methodology.................................................................................................................................................31 2011 Horizon Project advisory board.........................................................................................................33 T H e H o r i Z o N r e P o r T – 2 0 1 1 1 ... - tailieumienphi.vn
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